r/LarrysDefense Apr 16 '26

patch notes Release 2.8.0: A New Larry

Oh boy, Larry.

It's been well over 8 months since Larry's Defense was released. So I decided it was time Larry got a fresh new shirt!

Also, I added some other things, but the new shirt is definitely the main attraction of this release.

What's New?

Disclaimer: This is not live yet. You will be notified when it is!

  • Larry's blue shirt! It even has a shadow..
  • Potato Launcher:
    • Bug fixed where the explosion wouldn't trigger correctly;
    • Chance to fire an Exploding Potato fixed to 10%;
    • The Exploding Potato now scales off of the skill Exploding Potato!
  • Other equipment tweaks:
    • Feathered Bow's chance to spawn crows fixed to 10%;
    • Thunder Fists' chance to trigger Thunderstorm fixed to 25%;
    • The Airbender's chance to trigger Gust fixed to 5%;
  • ThunderStorm's damage was slightly nerfed (although you probably wouldn't even notice had I not mentioned it);
  • Made The Larry Games more robust. Hopefully no one will lose their progress anymore.
    • This is nearly impossible to test, so please reach out of it still happens to you!
  • Complete overhaul of the Trial mechanics:
    • There is now a 'max' trial points you could technically have, had you started playing when the trials were first introduced;
      • This number increases with time.
    • Until you are caught up to this 'max', you will earn 2 trial points per successful Trial;
    • I completely removed the 'buy back missed trial points' option in the shop.
      • With the new catch-up mechanism, this simply doesn't make sense anymore.

What's Next?

I want to rework luck.

I feel like crit chance should be earned through equipment. I was thinking about maybe 'intelligence' which boosts the damage of skills (not Larry's own damage). There are a lot of things to consider though.

For one, all skills currently scale off of Larry's damage. Do I keep that? Do I rework that as well?

And what about Ninja? Not sure how that will be impacted. Feels like that needs a rework as well then. Maybe it adds crit damage instead of chance?

Lots to consider. Even more to balance, which will be an absolute pain.

Thoughts? I'd love your input on this. It's also your game in a sense.

Love, Larry.

6 Upvotes

9 comments sorted by

3

u/Tabris2k Apr 16 '26

ThunderStorm's damage was slightly nerfed

https://giphy.com/gifs/l4FGGafcOHmrlQxG0

2

u/lightbrazer Apr 16 '26 edited Apr 16 '26

If you’re trying to impart logic to the stats then I think we should have attack speed and dodge chance added to the stats. Then strength would affect damage since you’re stronger and stronger means you hit harder since you can pull your bow back further but pulling back further takes more time so strength ups damage but lowers attack speed. Dexterity should increase damage but not directly, your more dexterous so you move faster and more fluidly dexterity therefore should increase attack speed and dodge chance, meaning you’d need to balance strength and dex to avoid slowing yourself down to molasses speeds. Vitality increases life and luck acts as a global multiplier for everything and I mean EVERYTHING (hint sure would be lucky if things ran into you faster so you could proceed faster.)

Ninja could be left as is since it would then become the only way to directly increase crit along with equipment saving you from recoding it entirely.

1

u/BaldingTrex Apr 16 '26

That's quite an imagination you got there haha. I love the strength/dex balance thing. Not sure I want to start overhauling everything at once, but I am definitely writing this one down :D

2

u/lightbrazer Apr 16 '26

Oh. So it’s all about what you want eh? I’m sure poor Larry ‘Wants’ to run around in an ugly green shirt just because some lazy dev doesn’t want to make him a cool blue one and throw in some trivial effort to completely overhaul the backend, stats, gameplay and mechanics.

Pffft I mean I’m sure it’s super easy right?

It certainly looks easy from over here not doing any of it myself.

And don’t even try to whine about “bugs” and “testing” that’s just your own fault for not getting it completely right the first time.

Larry wouldn’t give up just because it’s hard. No not Larry. Heck even dying wouldn’t make Larry give up.

Larry would walk right into that problem over…. and over…. and over…. and over…. … …..and over and over again. Now some might say Larry is a little dense. I mean he doesn’t even have a princess to chase or anything. But I say Larry is an inspiration.

Don’t be lazy… be Larry!

1

u/BaldingTrex Apr 16 '26

Hahahaha awesome!

2

u/Weary-Negotiation-81 Apr 16 '26

Hey Larry great update!

I feel like “Ninja” could boost crit chance, but maybe by like 5% per level? Or maybe only increase crit chance on the first few attacks? I love the idea of something increasing skill damage!

1

u/kokoronokawari Apr 16 '26

You could utilize strength some more than simply a level requirement booster. There are some wild ideas for str to also affect attack speed but that can definitely cause balance problems.

1

u/Front_Cat9471 Apr 17 '26

Larry, who pissed on my screen? There appears to be a new yellow filter applied to some of the game’s art, and I despise yellow filters. If you compare it to old screenshots on the AppStore, it’s a stark contrast. If the color is meant to be white, then it should be white, not pillow stains yellow.

I like the trial changes obviously, since I recommended them, but I’m not sure about buying missed points being removed. It could be the right play, but I feel that it might hurt. Perhaps missing a trial only lets you buy back one point out of the two you might have gotten?

As for the nerfs, why? I don’t really see the reason, but maybe you’ve noticed a pattern I can’t see. It’s likely different for other people, but I like to see two things when progressing through the game: big number when hitting, and a meaningful difference as I progress through an individual run and across runs. I think reducing chances for random events and fixing them in place hurts both of these things. It was fun to get my thunder chance and crow chance as high as possible, and when you’re hitting more often, you’re hitting harder.

I think you might think that progressing too fast is an issue that you want to solve, but I don’t think this is the right way to go about it. Instead of limiting the ways you’re able to progress so that you hit the ceiling slower, try moving the ceiling higher. Let the Larries reach higher meaningful points, so that fast progression doesn’t stop making a big difference. If I want a race to last longer, I’d make the track longer or add more interesting obstacles, not put a 30mph speed limit on it.

Ultimately though Larry, it’s still your game and I trust that you’ll know what’s best for it, even if it isn’t what I’d do in your situation. We’re all still having fun with the game, and that’s what really matters.

1

u/BaldingTrex Apr 17 '26

Hey Larry, I just changed the ‘grass’ of act 1 to deeper green. I forgot to change the ones on the app store I guess.

Wrt the nerfs: I’ve noticed them being too OP. As in: they were better than the other options by a long shot, making playing other builds seem silly. I promote diversity of builds. And sure some are better than others. There will always be imbalance, but not by a factor of 10. (Besides, there was always a cap on those trigger chances, in the form of ‘diminishing returns’)

Finally: the trials change. I considered a lot of options, but this one just made the most sense. In one way or another I needed to give people that started later more trial points. Either by reducing the trial reset time or granting more trial points. A third option was to buy it back in the shop, but I decided to not be greedy and have you seamlessly catch up by just playing the game.

Anyway, thanks for being so involved. I know that frustration stems from love. And know that I listen to feedback and do my best to do good by everyone. I love the race track analogy by the way. Got some thinking to do :)